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Title: Amarr Combat-pilot guide
Description: Copied from PIE's forums. Thanks!


Sepherim. - February 10, 2007 10:46 PM (GMT)

PostPosted: Thu Sep 02, 2004 4:28 am Post subject: Amarrian Combat Skill Guide Reply with quote
Amarrian Combat Pilot Skill Guide

1.1 The Beginning

The first thing you should done once your character is created is to start training Amarr frigate to lvl 3. I assume you either picked a fighter or Command character and should already have lvl2, if not work your way to 3 then read on!!

1.2 Learning to Learn Better

The Learning skills in my opinion are the most important ones for any new pilot to buy and train up no matter what career they want! There is already a great guide on how to train up your learning skills found [urlhttp://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=53301]Here[/url]

The short version is basically buying the Instant Recall skill first, and then training it to lvl 1. Then buy and train Analytical Mind to lvl 1. Do this in that order until both are lvl4 then train the rest of the skills to lvl4 as well (you can omit Charisma unless you really like agent missions) Once all your Learning skills are at least lvl 4 its time for you to move on.
**You have been practicing with that Punisher during this week+ haven’t you?**


1.3 Bigger ship or more Ammo?

This is where many pilots go astray in that little race to try and get into a bigger ship as soon as they can. If you want to be a good combat pilot you’re soon going to learn that Bigger isn’t always better. Well then what now? You’ll first want the skills to make you a good and useful frig pilot before stepping into a cruiser. Let’s see what that takes….

1.4 The power skills

To be a good pilot you need a ship that can do all the things you need it too. Here’s the chefs short order of useful skills to make your ship operate better with more equipment. You might want to take time while training the Learning skills to get a few of these covered first as you’ll need these to pilot that punisher well!

1. Engineering – train to lvl 4 ASAP!
2. Electronics train to lvl 3 for now
3. Electronics upgrades – train to lvl 1 for more items
4. Energy Grid upgrades – train to lvl 2 for more items
5. Shield Upgrades – train to lvl 1 for more items


1.5 Speed Kills

Any experienced frigate captain can tell you that speed is your #1 best defense in a fight, The old motto being “If you’re getting hit then you’re moving too slow!” Because we’re trying to train you up fast there’s really only a few skills you need here.
1. Navigation
2. Afterburner

These two skills will get you by for quite a long time if you use them right. I recommend training both to lvl 3 at first just to give you enough speed to be effective.


1.6 EW (aka) Electronic Warfare

The most useful frigate pilots in PvP have 1 real job in battle. Prevent enemy BS and cruisers from escaping. They do this by jamming their targeting systems, scrambling their warp fields, and webbing their engines into a standstill. To do this you need at least 2 skills.
1. Propulsion Jamming
2. Electronic Warfare

Train both of these up to lvl 1 only, then move on. Now your useful, almost.


1.7 GUNNERY!!!

Duh, of course these are the most important skills you’ll need. Advanced training of these skills will be most of your life, but for now we want to get enough so we can move on!

1. Gunnery- train this to lvl4 right now!
2. Small energy turrets – lvl 3 you’ll need this for the bigger guns
3. Weapons Upgrades – again train to lvl 1 so u can use some more tools
4. Now how bout some Medium Energy turret 1– work on this before you get your cruiser- to lvl 1 anyways


1.8 Missiles

Missiles have been getting worked around all over the place and yet are still really good even for us Amarr. I don’t recommend putting much skills into these beyond the basics unless you plan on going heavy into them. Here’s what you need to pilot that Awesome Inquisitor.


1. Missile launcher operation lvl 3- makes for a good start
2. Standard Missiles - lvl 1
3. Defenders – lvl 1 ( a must!)
4. Rockets- this is optional for play mainly



1.9 Drones?

Drones will be very important later on so I recommend getting a little base with them. A few lvls maybe 1 days time is all that is needed for now.
1. Drones – lvl 3
2. Scout Drones – lvl 2

****Now train Amarr frigate to lvl 4 then train Amarr Cruiser lvl 1!****





2.0 Cruiser time!
It’s most likely been about 3 weeks by now and your itching for a cruiser. You have the isk, your corpmates have the ship and now you’re ready. First things first not to dawg on any of the other cruisers Aug, Arbi, but the Omen is the first one you really want to play around with. Train cruiser to lvl 2 buy and INSURE your Omen then let’s look at what we can do!

First off I d hope you trained drones to lvl3 as the Omen packs a whooping 300 m3 drone space… Okay that’s not much but 3 Hammerhead’s is a lot better than none!


2.1 Advancing the skills

Now you should be working on training your gunnery and engineering/Electronic skills up a little bit more so you can squeeze the best performance out of your ship.

There are also some more advanced skills to pick up and look at now that you have the isk to afford them. Take a look at these outlined suggestions and work with them to your own flavor, you get a bit more freedom now.


Gunnery

1. Medium Energy Turret lvl 3
2. Controlled bursts – lvl 3
3. Sharp Shooter lvl 2
4. Rapid firing lvl 2
5. Motion Prediction lvl 2
6. Trajectory Analysis lvl 1


Engineering

1. Energy Systems Operation – lvl 3
2. Energy Management – lvl 2
3. Shield Operation lvl 2
4. Shield Management lvl 2
5. Energy Pulse Weapons lvl 1


Electronics

1. Targeting – lvl 2
2. Long Range Targeting – lvl 2
3. Signature Analysis – lvl 2


Navigation

1. Navigation – lvl 4
2. Afterburners – lvl 4
3. High Speed Maneuvering – lvl 2
4. Fuel Conservation – lvl 1
5. Acceleration Control – lvl 1
6. Warp Drive Operation – lvl 1
7. Evasive Maneuvering – lvl 1


Missiles

1. Heavy Missiles - lvl 2
2. FoF Missiles - lvl 1

Finnish up with Gunnery Lvl 5
Large Energy turret lvl 1
Amarr Battleship lvl 1



3.0 You’ve made it BIG time!

Now you’ve trained all the right skills, saved up your isk, hopefully with help of friends and Whichever Corporation you’re in and are ready to get a Battleship! The ship of choice for an Amarrian Combat pilot trained under this guide is of course the Armageddon!

More coming Soon!....




Here is a Breakdown of Skills for training you can follow it loosely and make changes to suite your needs!


4.0 Complete Skill Tree Down line

1. Amarr Frigate level 3 – One day or less
2. Memory Level 1
3. Intelligence Level 1
4. Learning Level 1
5. Memory Level 2
6. Intelligence Level 2
7. Learning Level 2
8. Science Level 1
9. Engineering Level 2
10. Energy Grid Upgrades level 1
11. Energy Grid Upgrades level 2
12. Shield Operation Level 1
13. After Burner Level 1
14. Memory Level 3
15. Intelligence Level 3
16. Learning Level 3
17. Memory Level 3
18. Intelligence Level 3
19. Learning Level 3
20. Memory Level 4
21. Intelligence Level 4
22. Learning Level 4
23. Engineering level 3
24. Electronics level 2
25. Propulsion Jamming level 1
26. Electronic Warfare level 1
27. Navigation level 2
28. Afterburner level 2
29. Gunnery level 2
30. Small Energy turrets level 2
31. Engineering level 4
32. Electronics level 3
33. Drones level 1
34. Scout Drones level 1
35. Drones level 2
36. Missile launcher Operation level 1
37. Standard Missiles level 1
38. Defenders level 1
39. Navigation level 3
40. After burners level 3
41. Gunnery level 3
42. Small Energy turret level 3
43. Drones level 3
44. Medium Energy turret level 1 ----------- End of Section one ( Frigate skills)
45. Amarr Cruiser level 1
46. Amarr Cruiser level 2
47. Energy Systems Operation level 1
48. Energy Management level 1
49. Controlled bursts level 1
50. Rapid firing level 1
51. Sharp Shooter level 1
52. Motion Prediction level 1
53. Energy Pulse Weapons level 1
54. Shield Management level 1
55. Targeting level 1
56. Long Range Targeting level 1
57. Signature Analysis level 1
58. Acceleration Control level 1
59. Warp Drive Operation level 1
60. Fuel Conservation level 1
61. Evasive Maneuvering level 1
62. Navigation Level 4
63. Afterburner level 4
64. High Speed Maneuvering Level 1
65. High Speed Maneuvering Level 2
66. Missile Launcher Operation level 2
67. Standard Missiles level 2
68. Missile Launcher Operation level 3
69. Heavy Missiles level 1
70. FoF Missiles
71. Gunnery level 4
72. Gunnery level 5
73. Large Energy Turret level 1
74. Amarr Battleship level 1
75. Amarr Battleship level 2
76. Enineering Level 5
77. Electronics Level 4
78. Electronics Level 5
79. Large Energy Turret Level 2
79. Large Energy Turret Level 3
80. Surgical Strike Level 1

Sepherim. - February 10, 2007 11:04 PM (GMT)
Okay, that's the guide. Take into account that it's old, and some of the info here might be outdated.

Training Iron Will to 3 and Spatial Awareness to 4 soon can save up even more time. And Defender missiles seem to have lost importance in this time.

So use it just as a reference of a possible way, because it is still very useful as a base.

Yukora Shinsong - June 23, 2009 11:14 AM (GMT)
I've just read what Hailey wrote about Ravens.
as a Caldari I'm perfectly familiar with Caldari Ships and to a lesser degree with the related Gallente ships.
Most Amarr ships though, are a complete mystery to me.
I'd be glad for some advice on which ships work good for what level of missions and some essential factors making the ships work.
Thank you very much

Leopold Caine - June 23, 2009 11:33 AM (GMT)
This guide is totally outdated. I suggest asking direct questions in alliance channel and such to get hints on how specific amarrian ships operate the best.
Intar-action, folks. ;)

I mean..
QUOTE
The ship of choice for an Amarrian Combat pilot trained under this guide is of course the Armageddon!

.. this was probably written before they invented the Apoc.

Yukora Shinsong - June 23, 2009 12:13 PM (GMT)
For most roaming gangs I d use the Armageddon. Apoc is only interesting for snipers and sieges from my point of view. Free Highslot, Lots of drones... Makes it a viable choice. Not as egoistic as the other Amarr Battleships

Math'ra Hiede - June 23, 2009 12:20 PM (GMT)
Here is a baseline sort of guide...

For using battleships in PVE (missions etc)

You will want
-Hull Upgrades 5
-Mechanic 5
-Compensations to 3/4.

Armor Rigging and general rigging skills trained so you can rig things yourself without too much of an issue.

Maxed out Caps skills, so
-Energy Management 5
-Energy Grid Upgrades 5

And for gunnery, you want all the support skills to 4 and the Large Energy Turret to 4 as well.

Thats getting towards a topend style of things.

Of course, there is the omnipresent Electronics/Engineering/Weapon Upgrades to get to 5 as well.

T2 Medium drones is also a bonus, but not a requirement

Math'ra Hiede - June 23, 2009 12:27 PM (GMT)
For PVP - Skills arn't much different although the type of ship used can vary hugely.

Still working with Battleships.

Armageddon - Close Range High DPS Gank-Boat
Apocalypse - Pulse Sniper, Medium Range, Medium-High DPS Support.
Abaddon - Heavy Tanking Close Range Medium-High DPS support.

Thats sort of what I would use them for.
Although its useful to note that the Apoc/Abaddon can be used to devastating effect when coupled with Tachyons/Mega Beams for massive range and damage.

Skill differences include pushing for T2 Guns.
Advanced Weapon Upgrades 4/5
Signal Analysis 5
Propulsion Jamming 4
Electronic Warfare 3/4
Targeting 4

They are some more critical skills for PVP wise.
Although they arn't required, they are highly recomended to make life easier.




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